The EXP problem

Development area for FreeAllegiance's Community Core.
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TheBored
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Post by TheBored »

Lykourgos wrote:QUOTE (Lykourgos @ May 6 2008, 11:54 AM) And yes, I have the most fun flying ints- because they are the most maneuverable ship, and that turns out to be a very fun part of Allegiance. Make figs more maneuverable and they will be more fun to fly; isn't it better to add to the fun in a core instead of reducing it for the sake of balance?
QFT

The more I read this thread, the less I want to play the core already /glare.gif" style="vertical-align:middle" emoid=":glare:" border="0" alt="glare.gif" />

TB
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spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
Paradigm2
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Post by Paradigm2 »

Its funny how much resistance to change can be seen in every environment.

I bet you if my made these minor nerfs, the int whores would barely notice the difference and adapt quickly, and yet the overall balance would improve. Yet, the problem is people will discount ANY nerf to ints before they even TRY. Then they will whine in NOAT to switch cores. I've seen it before.
-Paradigm2
Lykourgos
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Post by Lykourgos »

I'm more worried about Grim's "radical revisions" than the minor changes that seem popular. But I also think that fuel reduction and scan range reduction will hurt ints in the con defense role unnecessarily.

Maybe we can compromise- you can increase the sig of an int 300% and I wouldn't care; would that make people happier? No sneaking across sectors.
Paradigm2
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Post by Paradigm2 »

I think fuel is the pivotal change, personal opinion. In squad games, every move is eyed already, so it would not make a difference.
-Paradigm2
takingarms1
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Post by takingarms1 »

Paradigm2 wrote:QUOTE (Paradigm2 @ May 6 2008, 12:55 PM) Yet, the problem is people will discount ANY nerf to ints before they even TRY. Then they will whine in NOAT to switch cores. I've seen it before.
There is truth to this, as that's how I remember a lot of the DN vs A+ squabbling. The difference now is that many vets have played on A+ with the fuel nerf, so its not like this has not been tried before.
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
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TheBored
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Post by TheBored »

Paradigm2 wrote:QUOTE (Paradigm2 @ May 6 2008, 12:55 PM) I bet you if my made these minor nerfs
This is where we part. 10% works for me but you'd probably laugh at me and say it isnt enough. I will never support a 1/3-1/2 drop in Int fuel, that would just make ints stupid.

I want to go small steps at a time, others want to just nuke ints and see how it goes.

TB
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spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
Paradigm2
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Location: College Station, TX

Post by Paradigm2 »

I think its reasonable to make small incremental changes... I was using the "Half" as an example of something that would NEVER happen. My point was even if it were to be halved, they would not be ineffective.

Where on earth did I say 10% would not be enough?

edit: Like I keep saying, the point is to change ints to balance them, not to make them completely useless. I think that is the correct way to deal with the problem (ints being only techpath used in competitive games). We need to change the problem to fix the problem, not try to change everything else to fix the problem -- its the most illogical form of balancing possible.
Last edited by Paradigm2 on Tue May 06, 2008 6:17 pm, edited 1 time in total.
-Paradigm2
madpeople
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Post by madpeople »

could we buy off the int whores by taking half their fuel and removing their scan range by perking mini damage vs everything except utl hull and maybe capships
Paradigm2
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Post by Paradigm2 »

That's a fundamental change in the ship, MadP, as opposed to an incremental nerf.
-Paradigm2
madpeople
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Post by madpeople »

well some people seem interested in it, i suggested before trying it in a test core, not in an actual release of a main core
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